EDIT: I found an easier way that gets the same results (+/-10ms). After you set up your output Queue with AudioQueueNewOutput() you initialize a AudioQueueTimelineRef to be used in your output callback. (ticksToSeconds function is included below in my first method) don't forget to import<mach/mach_time.h> //After AudioQueueNewOutput() AudioQueueTimelineRef timeLine; //ivar...

It's also me that gets the trophy. The error was that the vDSP functions shouldn't have got the mAudioDataByteSize parameter, because they need the number of ELEMENTS in the array. In my case each element (SInt16) has 2 bytes, so I should have passed mAudioDataByteSize / 2. When it read...

You malloc the buffer and cast to a '(short*)' but then you enumerate the buffer using 'bufferSize' (number of bytes). That would mean that the 'for' loop would eventually attempt to read past the end of the buffer potentially resulting in 'EXE_BAD_ACCESS'. That would be because each iteration is moving...

When you allocate your queue for variable bit rate, instead of using XMAQDefaultBufSize, for variable bit rate, you need to calculate the packet size. I pulled a method from this tutorial from this book that shows how it's done. void DeriveBufferSize (AudioQueueRef audioQueue, AudioStreamBasicDescription ASBDescription, Float64 seconds, UInt32 *outBufferSize) {...